A quick scan suggests this isn't officially corroborated and is just an opinion piece. Is there any evidence Sony hoped to attract film-lovers to trying video games?''The console, Sony hoped, would entice film lovers to try video games.''
A quick scan suggests this isn't officially corroborated and is just an opinion piece. Is there any evidence Sony hoped to attract film-lovers to trying video games?''The console, Sony hoped, would entice film lovers to try video games.''
I swear if i did not do anything with the controller the game would not have progressed by itself
A quick scan suggests this isn't officially corroborated and is just an opinion piece. Is there any evidence Sony hoped to attract film-lovers to trying video games?
New Wow that article is a ball of well you know what I mean
Sony would be happy to attract more customers. However, you can't please all the people, so any product is targeted at a sector of population. The argument is made that Uncharted was designed to target film-watchers based on their interest in films as a business strategy to target a consumer sector. And it was expressed as a fact. Without evidence, we just have one random person's personal take, and this article is no more significant than any opinions and personal interpretations posted in this thread. Without data supporting that idea, it's just as likely UC was made cinematic because Sony/ND saw the overlap between gamers and film-goers (eh...all gamers watch films...) and decided to make a game gamer's would like. Or there wasn't even any motive beyond Josh Scherr had been wanting to make an Indiana-Jones type game all his life and was afforded the chance.Don't know what they ment but i think sony tries to attract anyone to their platform, like any company. Cinematic games are just great for marketing.
Someone else having the same opinion as you doesn't make it true or more relevant than opinions contrary to yours. It's confusing why you linked to it when it doesn't contribute anything new other than to hint it has insider information that, apparently, it doesn't. I opened it expecting interviews with Sony people explaining the deliberate cinematic strategy to attract movie-goers, only to find no such info (although I haven't read it properly, only skimmed).It's a fact these games take that extra cinematic approach, you love it some don't. It's fine either way. I agree with the article, it's about what ive been (trying) to say (and others).
barely any gameplay though.
The adventure doesn’t rush to be more than a series of cutscenes interrupted by spartan controllable sequences where the player learns how to walk on the game’s invisible path of progress.''
The best way to enjoy Uncharted, like a movie, is to be passive.''
Opinions have no worth if they don't contain proposals of improvement, IMO, heheMy opinion isn't worth a damn
Opinions have no worth if they don't contain proposals of improvement, IMO, hehe
What would you suggest to 'fix' games like UC or GoW?
I read a lot of comments of people that do not like this or that game. It's easy to figure out what they do not like, but they never say what they want instead. This makes it hard to listen to their complaints.
And personally i'm struggling about the question: Can games tell a story at all, without breaking the illusion too much? Likely it's about the proper compromise. But if we reduce storytelling, we also reduce everything that defines AAA. How to escape this dead end?
Yea we needed the technology to enable it for sure. And the technology (in the future) will only enable more of it i'm sure.games became cinematic because the tech now allows it.
There were a lot of tries before, with or without success, take a look back at another world for example.
I agree, but video games can be experiences as well as games. A 'game' without choices may still be very entertaining to some. In fact, there are plenty of games where you have no choice and the challenge is purely in perfecting the execution, such as Dance Dance Revolution or Beat Sabre.To me, games are about choices and consequences...
I agree, but video games can be experiences as well as games. A 'game' without choices may still be very entertaining to some. In fact, there are plenty of games where you have no choice and the challenge is purely in perfecting the execution, such as Dance Dance Revolution or Beat Sabre.
So, um, no, actually I disagree.
I still have not understood what cinematic means in your book and why it is a problem. You can have cinematic elements during gameplay. The battles of Shadow of Colossus felt cinematic and that barely relies on cut scenes and dialogues.I think the argument was that the gameplay is very cinematic, even though 40% of cutscenes seems quite alot. 60% gameplay is stil alot, i finished the game in abit more then 13hrs.
Iroboto didn't say he'd prefer to have loading screens. He said the inclusions of forced delays for the purpose of hiding loading is where 'cinematic' really breaks (for him) as you are being taken away from your own independent gameplay. However, that's better than a loading screen (in his opinion as well as everyone else's), but it's also worse than not having those events due to not having to hide loading which, hopefully, next-gen will fix. In short, he acknowledged them as a necessary evil.
After thinking a lot about it, i changed my mind from what you say here and draw the line differently.The topic around cinematic gameplay for instance; vs the old days
I think it is. What makes games different from movies and books is its dynamics, and animation / story is static. So what's wrong here is that we have not found a way to make those things dynamic, from a technical point of view.There's nothing wrong with it
Nothing really. People probably shouldn't be using the word 'cinematic' as a qualifier because it's non-defined. Like 'casual' game. Game design with story needs to consider how to integrate the story exposition with the gameplay. This can be interleaved through cutscenes or subtly told through player observation of the environmental clues or through NPC dialogue, etc.And that's likely the topic we should discuss here. How could such a game be made today without feeling oldschool? What prevents it from happening?